|| Arakune || Bees everywhere

yeah… i still have yet to replicate this with anything besides random 5B dive cancels…

VERY random unfortunately… somethings weird, the info on d-loop works, but not with any consistency. i can cancel into 2b easier also. hmmm if this were a one frame link then that would explain it, but it says that this is 3 frames… THATS EASY. also ive been holding 5 b also which technically gives me an 8 frame window if i have perfect timing and a 5 frame window if i dont…

with those kinds of lenient timings on this i should be getting it more than the 1 out of 15 times that i’m currently getting…

so something feels not right.

-dime

I’m sorry if this is buried somewhere in this thread, but I need an ice-car/just-defended hell fang <10 frame 5a punish because 3 standing a’s does not cut it. :frowning:

you people have inspired me to play arakune, screw that Jin.

After spending some time in training mode I can cancel j2a into 5b most of the time now. The trick is you have to hold 2 right until you hit that 5b. If you let go of down too early nothing comes out. The timing is roughly the time arakune smacks into the ground after hitting them. If you can figure out j2a into 2b which is quite easy the timing is almost exactly the same only you have to stop holding down just before you hit B.

Of course, now I have a new problem, the drive at the end of the dive cancel combo keeps whiffing and I’m not getting the curse. I’ve only practiced on jin so far though so maybe it hits other people, I’ll test next time I play.

also im pretty sure if you IB the second hit of ice car you can start your punish with 2a and just do standard 2a 5b 5d 214a C B bugs 6c loop.

Hey, now that things have been cleared up as far as what you mean when you refer to ‘dive cancelling’ Zodi4c, you can start using it…

  1. to combo off of a landed j.2A dive even if it’s not a counter hit
  2. to continue pressure strings without having to go through your usual dive recovery frames

in the 1st scenario, when you land a j.2A as a counterhit, you pretty much want to land and go right into the C rekka loop:

j.2A (CH) > [land] 5B > …from here go into the loop

jc uf > j.5A > and go from there —sometimes, and more often as of late, I’ve been doing two j.5As as it leads to better positioning to land my 5D after the 5C knockdown, but mess with it and do what you prefer (i prefer one j.5A
after landing an RC’d 2C since the 2nd one will push you too far back more often than not to go into loop)

the thing about the dive canceling that is so cool, is that even on non-counter hit you can combo off of a dive. the timing is really tight tho. only other way i know how to go into rekka loop off of dive is with a quick RC the moment the dive connects then go through the same combo

to give you an idea of how tight it is, the combo is like this (and remember this is not a counter hit dive):

j.2A dive hits…just before you land, you dive cancel into j.2B but the dive never comes out allowing you to land and instantly attack w/o dive recovery…now when you land, you have to go from down to go neutral so you can do 5B (vs getting a 2B by mistake) and then quickly uf jc that into 5a etc etc (it seems as if doing two 5As here puts you out of range to combo into rekka unless you’re actually sjc’ing your 5B)

edit: also, i tried doing the 2A > 5B (1hit) > 5D punish on an IBed Ice Car and it didn’t leave Jin close enough…i still think your best bet outside of RCing 2A > 2C into rekka loop is to just 5A > 5A > 6B him away from you and knock him back fullscreen

edit2: i watched a few top Arak ranked replays on PSN and saw that some guys are doing variant bug combos…one guy did something like this:

air throw > [land] 5D > u/uf jc > j6A/B > u/ub jc > j2A > j2B > j2C > landed and went into rekka loop
*cool thing about this, the same buttons you press to land the dive releases the exact bugs you need to combo your next dive. sikkk

i assume he had them fall into a C/B bug as they fell to the ground to connect the loop off of that sick triple dive combo. i picked it up after seeing him do it and it seems height dependent. what i mean is, the closer to the ground you land your air throw, the easier it is to connect your 5D before they get the chance to tech

a variant that i started using was air throw, and just before you land, have them fall onto j.5D (that tongue looking thing that comes out of the ground)…when you press j.5D, hold C and B…right when the tongue hits, release C, then release B and you can go into rekka loop off of an air throw

so basically, i’ve been focusing my arak game purely on rekka loop set-ups, zoning, and punishment. the more set-ups we can use to freestyle rekka, the better. it beats letting some ragna run up and try to dp you the entire time or some noel on top of you spamming D groove and depleting your special guard…when you hit as Arak, hit hard

i recently ran into the nasty match-up vs a good Litchi and that is very fragile. curse as early as possible and don’t let up from there. sometimes, just to preserve curse, just block since you know staff and long-ranged pokes are coming, and neg edge bugs to set up your next line of offense (be mindful of dp). the rachel match-up is pretty nasty too since you can’t exactly dive on her given her high priority anti-air. that’s when you’re really tested as an Arak player. vs Nu, abandon zoning and rush her down (it’s your best bet and works pretty well). always try to use Arak’s top notch mobility to get in (blackheart-esque dash, anakaris-esque wall warp, fakes, j.6A/B/C. etc etc)

Try 5A > 6B. Propels them across the screen and lets you resummon a cloud.

Also, what ‘unblockable BS’ is this guy referring to? Our 214214D air super?

http://forums.shoryuken.com/showpost.php?p=7084639&postcount=273

I think so. I’ve seen some unblockable setups but don’t know how practical they are.

Link to notation/vids please?

[media=youtube]-IOZE9niikE[/media]

Quick question guys, when you do the throw into the beam super. Is there anything that combos after the super? Or would his drive move work?

Yeah his drive should work. Like D>j>A,A>236+C

That’s pretty neat. I see he used a C bug to keep Rag in place while he summoned the Bell (which he uses as an overhead while he hits low at the same time). Only thing I would wonder about are special guarding opps.

So far, after Arak’s 236236C DDrive, the following has connected:

  1. air throw
  2. 5D
  3. 5A
  4. 5B
  5. 236236C

You basically want to do what leads into curse though. I know the damage scaling of the 5th option is pretty dumb and almost useless unless you know you will finish off an opponent (or just want to do it). So far, I try to do air throw and have them fall on j.5D for the extra damage at the risk of having it teched. You get to freestyle here a bit to what you choose to do.

*someone correct me if I’m wrong, but landing his 236236C as a reversal or in a countering situation (basically, outside of landing it off of throw or rekka loop), your opponent usually has the option to tech before your 5D would normally hit (given they aren’t launched as high)…get used to this situation as, if you try to go for 5D and whiff, you will get punished…not even air throw lands in this situation

For Arakune, how can I use his bugs to my advantage? And how can I corner trap someone with his bugs?

Also, I heard something called Shark Loop, and I was wondering what that was.

well said.

Arakune is hands down the best thing since sliced bread. I hope he isn’t nerfed too badly in the upcoming patch. Most broken characters aren’t this fun to play.

I think they only need to nerf his 236236+C damage, that is all, besides that he is not that bad.

Well someone might have some better ideas to what to nerf on him.

lol… still too early to be talking about nerfing guys.

True, but any modifications they might do with a patch has to be in the first year or 2 of the game. I mean will Arc System patch this game 5 or 10 years from now? I highly doubt it, we might as well see sequels with new characters that will make or break the “balance”.

Still Arc System knows better what they will fix or leave.

If It aint broke dont fix it… simple as that. I dont really seen anything that needs to merfed with Ara too much I dont think his super needs to be nerfed either. Honestly from what Ive seen some charaters supers do more than his on hit. Not to mention some characters even do more damage than his super in like one combo.

anyone know a good combo to get your enemy into the corner for the corner trap?